Aleema wrote:That's ridiculously cool. That's premium AI right there. I've only coded basic AI. Most complex I've gotten is moving NPCs around the game map to fight each other while the player explores, factoring only a few things like their health, location, supplies, and permanent attitude - so I can take one look at this and be in awe. The goals really intrigue me, such as what affects them in battle. There's already an anger sort of mechanic in battle that you can tranquilize, but I'd love to be able to have a battle strategy that makes all my enemies doubt themselves to death.
Intrigued by what "juicyness" infers. I assume it means how appealing a target they are? Mages are probably really juicy, even if not a big threat when out of mana.
Also - tickled that you pit Plant Stronghold against LorenRPG for the prototype.
Anima_ wrote:Bulls eye, Juicyness is calculated by comparing the character current hit points with his total hit points and his current hitpoints again with the average of the current team members hitpoints.
Characters have also static personality modifiers, one for example changes the calculation of the Juicyness multiplier. So you can make characters prefer vulnerable targets even more.
Anima_ wrote:Also - tickled that you pit Plant Stronghold against LorenRPG for the prototype.
That's actually somewhat of a running joke for my prototypes. The Loren RPG test battle used the characters from Planet Stronghold for enemies as well.
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